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		<p class="inheritance" translate="no"><a href="EventDispatcher.html">EventDispatcher</a> → <a href="Material.html">Material</a> → </p>
	<h1 translate="no">MeshPhongMaterial</h1>
		<section>
			<header>
				<div class="class-description"><p>A material for shiny surfaces with specular highlights.</p>
<p>The material uses a non-physically based <a href="https://en.wikipedia.org/wiki/Blinn-Phong_shading_model" target="_blank" rel="noopener">Blinn-Phong</a>
model for calculating reflectance. Unlike the Lambertian model used in the
<a href="MeshLambertMaterial.html">MeshLambertMaterial</a> this can simulate shiny surfaces with specular
highlights (such as varnished wood). <code>MeshPhongMaterial</code> uses per-fragment shading.</p>
<p>Performance will generally be greater when using this material over the
<a href="MeshStandardMaterial.html">MeshStandardMaterial</a> or <a href="MeshPhysicalMaterial.html">MeshPhysicalMaterial</a>, at the cost of
some graphical accuracy.</p></div>
				<iframe id="viewer" src="../scenes/material-browser.html#MeshPhongMaterial"></iframe>
			</header>
			<article>
				<div class="container-overview">
					<h2>Constructor</h2>
					<h3 class="name name-method" id="MeshPhongMaterial" translate="no">new <a href="#MeshPhongMaterial">MeshPhongMaterial</a><span class="signature">( parameters : <span class="param-type">Object</span> )</span> </h3>
					<div class="method">
						<div class="description">
							<p>Constructs a new mesh phong material.</p>
						</div>
						<table class="params">
							<tbody>
								<tr>
									<td class="name">
										<strong>parameters</strong>
									</td>
									<td class="description last">
										<p>An object with one or more properties
defining the material's appearance. Any property of the material
(including any property from inherited materials) can be passed
in here. Color values can be passed any type of value accepted
by <a href="Color.html#set">Color#set</a>.</p>
									</td>
								</tr>
							</tbody>
						</table>
					</div>
				</div>
				<h2 class="subsection-title">Properties</h2>
				<div class="member">
					<h3 class="name" id="alphaMap" translate="no">.<a href="#alphaMap">alphaMap</a><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
					<div class="description">
						<p>The alpha map is a grayscale texture that controls the opacity across the
surface (black: fully transparent; white: fully opaque).</p>
<p>Only the color of the texture is used, ignoring the alpha channel if one
exists. For RGB and RGBA textures, the renderer will use the green channel
when sampling this texture due to the extra bit of precision provided for
green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
luminance/alpha textures will also still work as expected.</p>
						<p>Default is <code>null</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="aoMap" translate="no">.<a href="#aoMap">aoMap</a><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
					<div class="description">
						<p>The red channel of this texture is used as the ambient occlusion map.
Requires a second set of UVs.</p>
						<p>Default is <code>null</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="aoMapIntensity" translate="no">.<a href="#aoMapIntensity">aoMapIntensity</a><span class="type-signature"> : number</span> </h3>
					<div class="description">
						<p>Intensity of the ambient occlusion effect. Range is <code>[0,1]</code>, where <code>0</code>
disables ambient occlusion. Where intensity is <code>1</code> and the AO map's
red channel is also <code>1</code>, ambient light is fully occluded on a surface.</p>
						<p>Default is <code>1</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="bumpMap" translate="no">.<a href="#bumpMap">bumpMap</a><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
					<div class="description">
						<p>The texture to create a bump map. The black and white values map to the
perceived depth in relation to the lights. Bump doesn't actually affect
the geometry of the object, only the lighting. If a normal map is defined
this will be ignored.</p>
						<p>Default is <code>null</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="bumpScale" translate="no">.<a href="#bumpScale">bumpScale</a><span class="type-signature"> : number</span> </h3>
					<div class="description">
						<p>How much the bump map affects the material. Typical range is <code>[0,1]</code>.</p>
						<p>Default is <code>1</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="color" translate="no">.<a href="#color">color</a><span class="type-signature"> : <a href="Color.html">Color</a></span> </h3>
					<div class="description">
						<p>Color of the material.</p>
						<p>Default is <code>(1,1,1)</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="combine" translate="no">.<a href="#combine">combine</a><span class="type-signature"> : <a href="global.html#MultiplyOperation">MultiplyOperation</a> | <a href="global.html#MixOperation">MixOperation</a> | <a href="global.html#AddOperation">AddOperation</a></span> </h3>
					<div class="description">
						<p>How to combine the result of the surface's color with the environment map, if any.</p>
<p>When set to <code>MixOperation</code>, the <a href="MeshBasicMaterial.html#reflectivity">MeshBasicMaterial#reflectivity</a> is used to
blend between the two colors.</p>
						<p>Default is <code>MultiplyOperation</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="displacementBias" translate="no">.<a href="#displacementBias">displacementBias</a><span class="type-signature"> : number</span> </h3>
					<div class="description">
						<p>The offset of the displacement map's values on the mesh's vertices.
The bias is added to the scaled sample of the displacement map.
Without a displacement map set, this value is not applied.</p>
						<p>Default is <code>0</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="displacementMap" translate="no">.<a href="#displacementMap">displacementMap</a><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
					<div class="description">
						<p>The displacement map affects the position of the mesh's vertices. Unlike
other maps which only affect the light and shade of the material the
displaced vertices can cast shadows, block other objects, and otherwise
act as real geometry. The displacement texture is an image where the value
of each pixel (white being the highest) is mapped against, and
repositions, the vertices of the mesh.</p>
						<p>Default is <code>null</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="displacementScale" translate="no">.<a href="#displacementScale">displacementScale</a><span class="type-signature"> : number</span> </h3>
					<div class="description">
						<p>How much the displacement map affects the mesh (where black is no
displacement, and white is maximum displacement). Without a displacement
map set, this value is not applied.</p>
						<p>Default is <code>0</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="emissive" translate="no">.<a href="#emissive">emissive</a><span class="type-signature"> : <a href="Color.html">Color</a></span> </h3>
					<div class="description">
						<p>Emissive (light) color of the material, essentially a solid color
unaffected by other lighting.</p>
						<p>Default is <code>(0,0,0)</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="emissiveIntensity" translate="no">.<a href="#emissiveIntensity">emissiveIntensity</a><span class="type-signature"> : number</span> </h3>
					<div class="description">
						<p>Intensity of the emissive light. Modulates the emissive color.</p>
						<p>Default is <code>1</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="emissiveMap" translate="no">.<a href="#emissiveMap">emissiveMap</a><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
					<div class="description">
						<p>Set emissive (glow) map. The emissive map color is modulated by the
emissive color and the emissive intensity. If you have an emissive map,
be sure to set the emissive color to something other than black.</p>
						<p>Default is <code>null</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="envMap" translate="no">.<a href="#envMap">envMap</a><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
					<div class="description">
						<p>The environment map.</p>
						<p>Default is <code>null</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="envMapRotation" translate="no">.<a href="#envMapRotation">envMapRotation</a><span class="type-signature"> : <a href="Euler.html">Euler</a></span> </h3>
					<div class="description">
						<p>The rotation of the environment map in radians.</p>
						<p>Default is <code>(0,0,0)</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="flatShading" translate="no">.<a href="#flatShading">flatShading</a><span class="type-signature"> : boolean</span> </h3>
					<div class="description">
						<p>Whether the material is rendered with flat shading or not.</p>
						<p>Default is <code>false</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="fog" translate="no">.<a href="#fog">fog</a><span class="type-signature"> : boolean</span> </h3>
					<div class="description">
						<p>Whether the material is affected by fog or not.</p>
						<p>Default is <code>true</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="isMeshPhongMaterial" translate="no">.<a href="#isMeshPhongMaterial">isMeshPhongMaterial</a><span class="type-signature"> : boolean</span> <span class="type-signature">(readonly) </span></h3>
					<div class="description">
						<p>This flag can be used for type testing.</p>
						<p>Default is <code>true</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="lightMap" translate="no">.<a href="#lightMap">lightMap</a><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
					<div class="description">
						<p>The light map. Requires a second set of UVs.</p>
						<p>Default is <code>null</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="lightMapIntensity" translate="no">.<a href="#lightMapIntensity">lightMapIntensity</a><span class="type-signature"> : number</span> </h3>
					<div class="description">
						<p>Intensity of the baked light.</p>
						<p>Default is <code>1</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="map" translate="no">.<a href="#map">map</a><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
					<div class="description">
						<p>The color map. May optionally include an alpha channel, typically combined
with <a href="Material.html#transparent">Material#transparent</a> or <a href="Material.html#alphaTest">Material#alphaTest</a>. The texture map
color is modulated by the diffuse <code>color</code>.</p>
						<p>Default is <code>null</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="normalMap" translate="no">.<a href="#normalMap">normalMap</a><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
					<div class="description">
						<p>The texture to create a normal map. The RGB values affect the surface
normal for each pixel fragment and change the way the color is lit. Normal
maps do not change the actual shape of the surface, only the lighting. In
case the material has a normal map authored using the left handed
convention, the <code>y</code> component of <code>normalScale</code> should be negated to compensate
for the different handedness.</p>
						<p>Default is <code>null</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="normalMapType" translate="no">.<a href="#normalMapType">normalMapType</a><span class="type-signature"> : <a href="global.html#TangentSpaceNormalMap">TangentSpaceNormalMap</a> | <a href="global.html#ObjectSpaceNormalMap">ObjectSpaceNormalMap</a></span> </h3>
					<div class="description">
						<p>The type of normal map.</p>
						<p>Default is <code>TangentSpaceNormalMap</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="normalScale" translate="no">.<a href="#normalScale">normalScale</a><span class="type-signature"> : <a href="Vector2.html">Vector2</a></span> </h3>
					<div class="description">
						<p>How much the normal map affects the material. Typical value range is <code>[0,1]</code>.</p>
						<p>Default is <code>(1,1)</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="reflectivity" translate="no">.<a href="#reflectivity">reflectivity</a><span class="type-signature"> : number</span> </h3>
					<div class="description">
						<p>How much the environment map affects the surface.
The valid range is between <code>0</code> (no reflections) and <code>1</code> (full reflections).</p>
						<p>Default is <code>1</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="refractionRatio" translate="no">.<a href="#refractionRatio">refractionRatio</a><span class="type-signature"> : number</span> </h3>
					<div class="description">
						<p>The index of refraction (IOR) of air (approximately 1) divided by the
index of refraction of the material. It is used with environment mapping
modes <a href="global.html#CubeRefractionMapping">CubeRefractionMapping</a> and <a href="global.html#EquirectangularRefractionMapping">EquirectangularRefractionMapping</a>.
The refraction ratio should not exceed <code>1</code>.</p>
						<p>Default is <code>0.98</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="shininess" translate="no">.<a href="#shininess">shininess</a><span class="type-signature"> : number</span> </h3>
					<div class="description">
						<p>How shiny the specular highlight is; a higher value gives a sharper highlight.</p>
						<p>Default is <code>30</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="specular" translate="no">.<a href="#specular">specular</a><span class="type-signature"> : <a href="Color.html">Color</a></span> </h3>
					<div class="description">
						<p>Specular color of the material. The default color is set to <code>0x111111</code> (very dark grey)</p>
<p>This defines how shiny the material is and the color of its shine.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="specularMap" translate="no">.<a href="#specularMap">specularMap</a><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
					<div class="description">
						<p>The specular map value affects both how much the specular surface
highlight contributes and how much of the environment map affects the
surface.</p>
						<p>Default is <code>null</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="wireframe" translate="no">.<a href="#wireframe">wireframe</a><span class="type-signature"> : boolean</span> </h3>
					<div class="description">
						<p>Renders the geometry as a wireframe.</p>
						<p>Default is <code>false</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="wireframeLinecap" translate="no">.<a href="#wireframeLinecap">wireframeLinecap</a><span class="type-signature"> : 'round' | 'bevel' | 'miter'</span> </h3>
					<div class="description">
						<p>Defines appearance of wireframe ends.</p>
<p>Can only be used with <a href="SVGRenderer.html">SVGRenderer</a>.</p>
						<p>Default is <code>'round'</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="wireframeLinejoin" translate="no">.<a href="#wireframeLinejoin">wireframeLinejoin</a><span class="type-signature"> : 'round' | 'bevel' | 'miter'</span> </h3>
					<div class="description">
						<p>Defines appearance of wireframe joints.</p>
<p>Can only be used with <a href="SVGRenderer.html">SVGRenderer</a>.</p>
						<p>Default is <code>'round'</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="wireframeLinewidth" translate="no">.<a href="#wireframeLinewidth">wireframeLinewidth</a><span class="type-signature"> : number</span> </h3>
					<div class="description">
						<p>Controls the thickness of the wireframe.</p>
<p>Can only be used with <a href="SVGRenderer.html">SVGRenderer</a>.</p>
						<p>Default is <code>1</code>.</p>
					</div>
				</div>
				<h2 class="subsection-title">Source</h2>
				<p>
					<a href="https://github.com/mrdoob/three.js/blob/master/src/materials/MeshPhongMaterial.js" translate="no" target="_blank" rel="noopener">src/materials/MeshPhongMaterial.js</a>
				</p>
			</article>
		</section>
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